Difference between revisions of "Magi Chronicles RPG (4e Sourcebook)/Character Design"
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* If you wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modifiers to your '''Armor Class''' | * If you wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modifiers to your '''Armor Class''' | ||
− | {|Class="wikitable" border="0" cellpadding="0" cellspacing="0" width="450px" style="background: # | + | '''Ability Modifiers''' |
− | |- style="background: # | + | {|Class="wikitable" border="0" cellpadding="0" cellspacing="0" width="450px" style="background: #dcdcdc; border: #dcdcdc" |
− | | '''Ability Score''' | + | |- style="background: #4682b4" |
− | | '''Ability Modifier''' | + | | style="color: #ffffff"| '''Ability Score''' |
− | | '''Ability Score''' | + | | style="color: #ffffff"| '''Ability Modifier''' |
− | | '''Ability Modifier''' | + | | style="color: #ffffff"| '''Ability Score''' |
+ | | style="color: #ffffff"| '''Ability Modifier''' | ||
|- | |- | ||
| 1 | | 1 | ||
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===Generating Ability Scores=== | ===Generating Ability Scores=== | ||
− | + | There are a few way to generate ability scores-- in each of them, you can take the numbers you generate and assign them to the ability score you want them under. Remember that classes call for certain abilities, and races modify a few ability scores as well. | |
+ | |||
+ | Ability scores also increase over time, so whatever ability score you assign initially they'll improve over time. | ||
+ | |||
+ | ====Method 1: Standard Array==== | ||
+ | Take these six numbers and assign them to your abilities in any way you like: '''16, 14, 13, 12, 11, 10''' | ||
+ | |||
+ | Apply your racial ability adjustments after you assign the scores to your abilities. | ||
+ | |||
+ | ====Method 2: Customizing Scores==== | ||
+ | This method of ability generation is a little more tricky than the standard array, but gives comparable results. With this method, you can have a character with a really good ability score at the cost of having average scores in the other abilities. | ||
+ | |||
+ | Start with these six scores: 10, 10, 10, 10, 10, 8; you have 22 points to spend on improving them. The cost of raising a score from one number to a higher score is shown on the table below. | ||
+ | |||
+ | '''Point-buy Table''' | ||
+ | {|Class="wikitable" border="0" cellpadding="0" cellspacing="0" width="300px" style="background: #dcdcdc; border: #191970" | ||
+ | |- style="background: #4682b4" | ||
+ | | style="color: #ffffff"| '''Score''' | ||
+ | | style="color: #ffffff"| '''Cost''' | ||
+ | | style="color: #ffffff"| '''Score''' | ||
+ | | style="color: #ffffff"| '''Cost''' | ||
+ | |- | ||
+ | | 9 | ||
+ | | -(1)* | ||
+ | | 14 | ||
+ | | 5 | ||
+ | |- | ||
+ | | 10 | ||
+ | | 0(2)* | ||
+ | | 15 | ||
+ | | 7 | ||
+ | |- | ||
+ | | 11 | ||
+ | | 1 | ||
+ | | 16 | ||
+ | | 9 | ||
+ | |- | ||
+ | | 12 | ||
+ | | 2 | ||
+ | | 17 | ||
+ | | 12 | ||
+ | |- | ||
+ | | 13 | ||
+ | | 3 | ||
+ | | 18 | ||
+ | | 16 | ||
+ | |} | ||
+ | (* ''If your score is 8, you can pay 1 to make it 9 or 2 to make it 10. You must buy your score up to 10 before you can improve it further'') | ||
+ | |||
+ | Here are some sample ability arrays you can generate using this method: | ||
+ | {|Class="wikitable" border="0" cellpadding="0" cellspacing="0" width="400px" style="background: #dcdcdc; border: #191970" | ||
+ | |- | ||
+ | | 14 | ||
+ | | 13 | ||
+ | | 13 | ||
+ | | 13 | ||
+ | | 13 | ||
+ | | 13 | ||
+ | |- | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 13 | ||
+ | | 13 | ||
+ | | 13 | ||
+ | | 11 | ||
+ | |- | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 12 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | |- | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 12 | ||
+ | | 8 | ||
+ | |- | ||
+ | | 15 | ||
+ | | 14 | ||
+ | | 13 | ||
+ | | 12 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | |- | ||
+ | | 15 | ||
+ | | 15 | ||
+ | | 13 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | | 10 | ||
+ | |- | ||
+ | | 16 | ||
+ | | 15 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | | 11 | ||
+ | | 10 | ||
+ | |- | ||
+ | | 16 | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | | 8 | ||
+ | |- | ||
+ | | 16 | ||
+ | | 16 | ||
+ | | 12 | ||
+ | | 10 | ||
+ | | 10 | ||
+ | | 10 | ||
+ | |- | ||
+ | | 16 | ||
+ | | 16 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | | 11 | ||
+ | | 8 | ||
+ | |- | ||
+ | | 17 | ||
+ | | 15 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | | 10 | ||
+ | | 8 | ||
+ | |- | ||
+ | | 17 | ||
+ | | 14 | ||
+ | | 12 | ||
+ | | 11 | ||
+ | | 10 | ||
+ | | 10 | ||
+ | |- | ||
+ | | 18 | ||
+ | | 13 | ||
+ | | 13 | ||
+ | | 10 | ||
+ | | 10 | ||
+ | | 8 | ||
+ | |- | ||
+ | | 18 | ||
+ | | 14 | ||
+ | | 11 | ||
+ | | 10 | ||
+ | | 10 | ||
+ | | 8 | ||
+ | |- | ||
+ | | 18 | ||
+ | | 12 | ||
+ | | 12 | ||
+ | | 10 | ||
+ | | 10 | ||
+ | | 10 | ||
+ | |} | ||
+ | |||
+ | Apply your racial ability adjustments after you assign the scores to your abilities. | ||
+ | |||
+ | ====Method 3: Rolling Scores==== | ||
+ | Some players like the idea of generating ability scores randomly. The result of this method can be really good, or it can be really bad. On average, you’ll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who’s virtually unplayable. Use this method with caution. | ||
+ | |||
+ | Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times, and then assign the numbers you generated to your six ability scores. Apply your racial ability adjustments. | ||
+ | |||
+ | If the total of your ability modifiers is lower than +4 or higher than +8 before racial ability adjustments, the GM might rule that your character is too weak or too strong compared to the other characters in the group and decide to adjust your scores to fit better within his or her campaign preferences. | ||
---- | ---- | ||
− | Back to [[Magi Chronicles RPG (4e Sourcebook)|Index]] | + | Back to [[Magi Chronicles RPG (4e Sourcebook)#Player's Handbook|Index]] |
[[Category:Magi Chronicles]] | [[Category:Magi Chronicles]] | ||
[[Category:User]] | [[Category:User]] |
Latest revision as of 21:47, 4 April 2011
Contents
Character Creation[edit]
Many types of characters exist in the world of the Magi Civilization-- warriors of a long since powerful empire that had lasted for many millenia, members of a military force larger than the populace of a single planet, freelance adventurers who have nothing better to do than explore the many corners of the world and beyond, and even members of an ancient civilization secluded from many of the civilization's influences-- yet still a crucial ally to those in need.
In the case of character creation, there are many options of races to choose from, as well as a similar number of classes-- classes represent special abilities and tactics that your character can initiate to make certain combat aspects more interesting, therefore making it less bland and enabling the aspects of the encounter to flow by more smoothly.
- There are many races to choose from-- from the frail elves to the ever-adaptive humans, and then the option of the ground-dwelling pudgeys to the mysterious precursors, and the ever-looming Magi to the feverous Rygoliths, and everything else in between. Choosing a race offers many racial abilities and benefits associated towards future selections to create a beneficial character.
- Many classes exist-- from the die-hard Fighters to the dispensable marines, from the divine forces of the sage to the elemental scholars of the spellcasters, from the sneaky rangers to the tactical snipers, and everything else in between.
- Ability Scores define your character's strengths between body and mind-- whether it be physical strength or mental acuity with the world around themselves. The race that you choose adjusts these scores, and classes rely on certain abilities.
- Skills represent your ability to perform tasks, such as searching for hidden clues, dodging and evading danger, persuading creatures to join or stand down, and identifying monsters.
- Specializations represent your character's special or unique abilities, and even modify weapons and armor with unique bonuses.
- Powers relate to a chosen class as special abilities or tactics that your character can initiate to change the tide of battle.
- In order to travel the worlds, characters need the appropriate equipment-- a wide variety of weapons, armor sets, adventuring gear, item mods, and even the mysterious magic items exist.
- Satisfied with what you need, fill in the numbers-- hit points, armor class, attack and damage bonuses, skill checks, and other modifiers and quirks to come out with a character tailored to your needs.
- Flesh out your character with personalities, appearance, and beliefs that makes him or her stand out from the rest.
Character Race[edit]
In a world of such cosmic scale, it is unlikely to find a small number of civilized races in the world. Currently, the races described here are the basic array of what one is most likely to encounter and interact with. There are many others that exist, but starting off an adventure with an unlimited number of races would overwhelm the players.
In hindsight, some of the most veritable races to encounter are the humans and Magi. Since they exist in huge numbers, it's not hard for one to be accustomed to the other in therms of culture and similarities. Even in the sea of the cosmos, many of these races flourish-- all that depends is on geographic locations-- places where life is likely to be found.
- Eagorans: One of the primary races that populate the civilization, Eagorans are highly spiritual and very intellectual creatures.
- Elves: A race of two different types, they exist as the embodiments of nature itself. Elves of the woods are wild creatures, while the Sonw elves are creatures of society.
- Humans: A race of diverse and adaptive individuals, humans in retrospect are the mere pinnacle of the civilization and a critical asset to the survival of many nations.
- Magi: The overarching populace of the civilization, they colonize in great numbers and are the guardians of the civilization's core beliefs and powers.
- Florasians: A sect of Magi isolated since the time of the rebellion, a race of individuals who shaped the coming of the prophecies soon to come in many centuries.
- Precursors: Ancient individuals of a long-since past religion, they are the progenetors of the civilization's rise and the
- Pudgeys: Ground-dwellers of a long-since dynasty of legendary miners, the Pudgey live up to their ancestors names of developing their society based on the goals and ideals of their fore-fathers.
- Rygoliths: Savage beasts with amazing intelligence, they are both the protagonists and antagonists of the world-- two sides of the same coin.
- Salomon: Malcontent and seemingly violent, the Salomon are creatures tainted by a dark past of violent memories and extreme passions.
- Shadowcon: A proud race of militaristic individuals, they exist to bring back to life the remains of their long-lost homeworld.
- Thorndykes: A race of spiritual individuals who worship the powerful energies of the natural world and the deities of the supernatural. They are, in essence, the priests of the civilization.
Character Class[edit]
Character classes come in a wide range of specialties-- from the avid ranger, the stoic fighter, to the powerful spellcaster and the militant commando. Following a classes is like choosing your character's special talents and chosen trade. The path one chooses often leads to great success, but sometimes it can come to a difficult roadblock when one doesn't become proficient with their own skills and start to fall apart.
- Argonaut: A spellcaster with both arcane talent and military training to focus his attacks on predetermined targets with both skill and thought.
- Commando: A supreme commander on the battlefront-- a critical combat asset when it comes to teamwork.
- Dragoon: A skilled divinist who uses the blade to answer for their enemies' sins of the elements.
- Fighter: The tried and true melee combatant, a valiant hero and the champion of preseverance. Mamy fighters are nomadic.
- Jedi: Defenders of the civilization, they utilize specific elemental energies to aid others in the fray while blasting foes with invisible twines of kinetic energy.
- Marine: Expendible units that serve as the front lines for the chain of command. They utilize skill and combat to take advantage of the battlefront.
- Ranger: Utilizing stealthand unerring accuracy, Rangers are the menace of the dense forests.
- Sage: Powerful and spiritual beings-- utilizing the power of the deities and the elements to create a noble, celestial guardian.
- Sniper: Dextrous, clever sharpshooters, they are a force to be reckoned with.
- Spellcaster: With the elemental lore in their hands, they are the eye of the storm that rains with protection or pure malice.
- Vanguard: Operatives that pack a heavy punch to the opposition, they are a critical combat asset when it comes to tactical combat.
- Warrior: A perfected fighter-- a skilled weaponsmith with focus and intellectual might, they are the defenders of their culture or of their people.
Character Role[edit]
As with D&D, Magi Chronicles also relies upon the system of character roles, which consists of the Striker, Defender, Controller, and Leader. These will not be the only classes for selection-- more will become available later on.
- Controller (Sage, Spellcaster): Controllers essentially deal with a large amount of creatures at a time-- whether it be damage-dealing effects or effects that hinder foes altogether. Sometimes, controllers can influence multiple allies as well.
- Defender (Fighter, Marine, Warrior): Essentially the front lines of the battle-- wherever they are, that's where most of the action occurs, since they have a variety of powers than make them difficult to pass by or ignore. Certain defenders also gain teamwork benefits from a few different classes (For example, Commandos and Marines often work well with each other).
- Leader (Commando, Jedi): Leaders inspire courage, heal and offer allies certain advantages when they are close by. Players playing as a leader don't necessarily have to be the spokesperson or representative of the group, and they certainly don't have to be the center point of the battle. True leaders are born through roleplaying experience.
- Striker (Argonaut, Dragoon, Ranger, Sniper, Vanguard): Strikers, as their name implies, dish out large amounts of damage on a single point or foe in the battlefront-- using their weapons or spells to do the talking. Strikers rely on brute strength or high charisma to prevail through grueling battles.
Ability Scores[edit]
Characters benefit from a range of abilities that defines who they are and helps increase structure towards ones' self. A character may be strong and hardy, nimble and quick, decisive and cunning, or wise and charming. Ability Scores defines your character's strengths, as well as their weaknesses.
Strength defines your character's physical power. It is an important ability for those who fight in close-quarters.
- Melee basic attacks are based on Strength
- Commandos, Fighters, Marines, Rangers, Vanguards, and Warriors have many powers based on strength.
- Your Strength might contribute to your Fortitude defense
- Strength is the key ability for Athletics skill checks
Constitution represents your character's health, stamina, and vital force. Just about all characters benefit from a high constitution score.
- Your Constitution score is added to your hit points at 1st level
- The number of healing surges you can use each day is influenced by your Constitution
- Many Dragoon powers are based on Constitution
- Your Constitution might contribute to your Fortitude defense
- Constitution is the key ability for Endurance skill checks
Dexterity measures hand-eye coordination, agility, reflexes, and balance.
- Ranged basic attacks are based on Dexterity
- Many Jedi, Marine, Ranger, and Sniper powers are based on Dexterity
- Your Dexterity might contribute to your Reflex defense
- If you wear light armor, your Dexterity might contribute to your Armor Class
- Dexterity is the key ability for Acrobatics and Stealth skill checks
Intelligence determines how well your character learns and reasons with others.
- Dragoons, Sages, and Spellcasters have many powers based on Intelligence
- Your Intelligence might contribute to your Reflex defense
- If you wear light armor, your Intelligence might contribute to your Armor Class
- Intelligence is the key ability for Arcana, History, Religion, and Technology skill checks
Wisdom measures your common sense, perception, self-discipline, and empathy. You use your Wisdom to notice fine details, sense nearby dangers, and to get a read on others' motives.
- Many __ powers are based on Wisdom
- Your Wisdom might contribute to your Will defense
- Wisdom is the key ability for Dungeoneering, Heal, Insight, Nature, and Perception skill checks
Charisma represents your force of personality, persuasiveness and leadership.
- Many Argonaut and Commando powers are based on Charisma
- Your Charisma might contribute to your Will defense
- Charisma is the key ability for Bluff, Diplomacy, Intimidate, and Streetwise skill checks
Each ability score has a number that measures the power for that ability. A score of 10 is an average score for any given ability; a higher number would constitute a greater ability, while a lower number would constitute a weaker ability-- not all characters will have all great abilities. Some may be balance according to one's tastes; others may have greater ability scores someplace and choose to allocate more points to a certain score or multiple scores.
Your ability score also generates an ability modifier that goes towards attack and damage modifiers, as well as skill and initiative and other types of modifiers as well.
Your ability scores also influences your defenses, which add your ability modifiers to a defense score.
- For Fortitude defense, you add the higher of your Strength or Constitution ability modifiers
- For Reflex defense, you add the higher of your Dexterity or Intelligence ability modifiers
- For Will defense, you add the higher of your Wisdom or Charisma ability modifiers
- If you wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modifiers to your Armor Class
Ability Modifiers
Ability Score | Ability Modifier | Ability Score | Ability Modifier |
1 | -5 | 18-19 | +4 |
2-3 | -4 | 20-21 | +5 |
4-5 | -3 | 22-23 | +6 |
6-7 | -2 | 24-25 | +7 |
8-9 | -1 | 26-27 | +8 |
10-11 | +0 | 28-29 | +9 |
12-13 | +1 | 30-31 | +10 |
14-15 | +2 | 32-33 | +11 |
16-17 | +3 | and so on... |
Generating Ability Scores[edit]
There are a few way to generate ability scores-- in each of them, you can take the numbers you generate and assign them to the ability score you want them under. Remember that classes call for certain abilities, and races modify a few ability scores as well.
Ability scores also increase over time, so whatever ability score you assign initially they'll improve over time.
Method 1: Standard Array[edit]
Take these six numbers and assign them to your abilities in any way you like: 16, 14, 13, 12, 11, 10
Apply your racial ability adjustments after you assign the scores to your abilities.
Method 2: Customizing Scores[edit]
This method of ability generation is a little more tricky than the standard array, but gives comparable results. With this method, you can have a character with a really good ability score at the cost of having average scores in the other abilities.
Start with these six scores: 10, 10, 10, 10, 10, 8; you have 22 points to spend on improving them. The cost of raising a score from one number to a higher score is shown on the table below.
Point-buy Table
Score | Cost | Score | Cost |
9 | -(1)* | 14 | 5 |
10 | 0(2)* | 15 | 7 |
11 | 1 | 16 | 9 |
12 | 2 | 17 | 12 |
13 | 3 | 18 | 16 |
(* If your score is 8, you can pay 1 to make it 9 or 2 to make it 10. You must buy your score up to 10 before you can improve it further)
Here are some sample ability arrays you can generate using this method:
14 | 13 | 13 | 13 | 13 | 13 |
14 | 14 | 13 | 13 | 13 | 11 |
14 | 14 | 14 | 12 | 12 | 11 |
14 | 14 | 14 | 14 | 12 | 8 |
15 | 14 | 13 | 12 | 12 | 11 |
15 | 15 | 13 | 12 | 11 | 10 |
16 | 15 | 12 | 11 | 11 | 10 |
16 | 14 | 14 | 12 | 11 | 8 |
16 | 16 | 12 | 10 | 10 | 10 |
16 | 16 | 12 | 11 | 11 | 8 |
17 | 15 | 12 | 11 | 10 | 8 |
17 | 14 | 12 | 11 | 10 | 10 |
18 | 13 | 13 | 10 | 10 | 8 |
18 | 14 | 11 | 10 | 10 | 8 |
18 | 12 | 12 | 10 | 10 | 10 |
Apply your racial ability adjustments after you assign the scores to your abilities.
Method 3: Rolling Scores[edit]
Some players like the idea of generating ability scores randomly. The result of this method can be really good, or it can be really bad. On average, you’ll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who’s virtually unplayable. Use this method with caution.
Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times, and then assign the numbers you generated to your six ability scores. Apply your racial ability adjustments.
If the total of your ability modifiers is lower than +4 or higher than +8 before racial ability adjustments, the GM might rule that your character is too weak or too strong compared to the other characters in the group and decide to adjust your scores to fit better within his or her campaign preferences.
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